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impostor/inc/init/init.context.lua
Zsolt Tasnadi 1a4565428d
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remove manager postfixes
2026-02-21 21:35:48 +01:00

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Lua
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local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
local function get_initial_data()
return {
active_window = WINDOW_SPLASH,
intro = {
y = Config.screen.height,
speed = 0.5,
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
},
player = {
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
selected_decision_index = 1,
game_in_progress = false,
screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial()
}
end
Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil
end
end
for k, v in pairs(initial_data) do
Context[k] = v
end
Context.screens = {}
Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = Screen.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end
reset_context_to_initial_state()
function Context.new_game()
reset_context_to_initial_state()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
end
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game()
return
end
reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
end